Base Class: Bard
The College of the Siren embraces the glamorous world of drag, where performers exude confidence charm, and creativity. As masters of enchantment and social influ ence, these bards use their pow ers to captivate audiences, inspire allies, and manipulate the emo tions of their foes. Through daz zling transformations, witty banter, and mesmerizing per formances, they empower their allies and command attention, leaving a trail of awe and adoration in their wake.
Taken and adapted to 2024 rules from Torrents of the Spellhoarder by Elderbrain.com.
Level 3: Dazzling Performance
Starting at 3rd level, you learn how to channel the essence of a drag performance. As a bonus action, you can expend one use of your Bardic Inspiration to adopt a drag persona's glamorous and exaggerated features. This transformation grants you advantage on Charisma (Performance) checks for 10 minutes, reflecting your newfound confidence and stage presence.
Level 3: Witty Repartee
Starting at 3rd level, your sharp tongue and quick wit become your weapons of choice. As a bonus action, you engage in a delightful banter, distracting a creature within 30 feet of you. The target must make a Wisdom saving throw against your spell save DC. On a failed save, the target has disadvantage on its next attack roll or ability check. The effect lasts until the end of your next turn. A creature must be able to hear you to be affected by this feature.
You can use this feature a number of times equal to your Charisma modifier (minimum of 1), and you regain all expended uses when you finish a long rest.
Level 6: Siren's Aura
Starting at 6th level, your very presence exudes an irresistible aura of allure and charm. As a bonus action, you can expend one use of your Bardic Inspiration to captivate all creatures of your choice within 30 feet of you. Each affected creature must make a Wisdom saving throw against your spell save DC. On a failed save, they are charmed by your mesmerizing presence for 1 minute. While charmed, they are incapacitated.
The effect ends if they take any damage or if you or your allies attack them.
Level 14: Euphoric Crescendo
Starting at 14th level, you learn how to unleash a climactic performance of pure euphoria. As an action, you envelop all creatures of your choice within 60 feet of you in waves of transcendental joy. All affected creatures in the area must make a Wisdom saving throw against your spell save DC. On a failed save, they are overwhelmed by the euphoric crescendo, becoming stunned until the end of your next turn. While stunned, they are filled with an overwhelming sense of bliss, causing them to have disadvantage on Wisdom saving throws and ability checks. A creature must be able to hear and see you to be affected by this feature.
Once you use this feature, you can't use it again until you finish a long rest.







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